Deep-sea dweller is definitely a challenge. Especially the materials and textures, its not 100% accurate, but it’s my best attempt to date and a positive step in the right direction for me on a personal level.

Comments and critiques are welcomed for future reference.

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The only thing that catches my eye is the brushed metal finish. It looks like there is a bump applied to the brush marks, making some of them look like grooves. That should be smooth i.e. no bump, should it not?

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The only thing that catches my eye is the brushed metal finish. It looks like there is a bump applied to the brush marks, making some of them look like grooves. That should be smooth i.e. no bump, should it not?

Thanks for your feedback, It dose indeed look as tho there is a bump map but I can assure you there’s not, purely a play of the light.

Sorry dude....but I have already cleared the UVs and striped out all the textures and materials, plus a ton load of polys, so I can re-use the few components that are good enough for the new version. (That dose sound worse than it is 80% of the model is still intact if not a little disjointed)

You are more than welcome to the mesh if you still want to play! .......let me now and I will post a LWO File for you….

Cool, I modelled a Rolex very recently as well, but I am not clear to show it just at the moment unfortunately. I think the brushed material looks a little too heavy, more scraped than brushed. Otherwise pretty cool.

Got a bit of time to tinker with it today. Its nicely modelled. Changed some things up and straightened out some fiddly bits and redid some of the UV. It loaded nice in XSI so I threw some surfaces on it and rendered it out.

Nothing wrong with your modeling skills at all ,very very good, great mesh !

Cheers guys for all your very kind comments

Quote:

Originally Posted by BillS

Got a bit of time to tinker with it today. Its nicely modelled. Changed some things up and straightened out some fiddly bits and redid some of the UV. It loaded nice in XSI so I threw some surfaces on it and rendered it out.

That’s pretty cool bill! for tinkering around, yeah your right needed a little bit of love (straightened out some fiddly bits) too much tinkering around with it myself, how did you achieve your brushed stainless steel….Generate anisotropy along UV parameterization?

The brush finish is what causes most problems, in the original model, its too course, and too heavy, making it look more scratched than brushed. The finish needs to be way more subtle and refined. That'll help loads with the render I think.

O.K this has been nagging at me in the background all day at work...so for the last half hour or so I’ve been playing with different maps, this is the end result,

A1: Is bills map that he was kind enough to pass on.
B1: Is a new map I made much like bills but a little finer and darker.
C1: Is a modification of the original map used in the final render (Top of the thread)

You could go on indefinitely making small adjustments to these, but I’m happy to leave it here, it’s been an intesting exercise to see just how much the finer details can effect the final outcome and gives me a good idea what I have to do with the revised version of the Rolex (when I get round to doing it)

Once you get a map you're that has the right look to it, you can increase how fine it looks in your renders by making the uv's tile and scaling the uv's up so that more of the map is compressed onto each surface. Saves a lot of time over redoing the map over and over.

Once you get a map you're that has the right look to it, you can increase how fine it looks in your renders by making the uv's tile and scaling the uv's up so that more of the map is compressed onto each surface. Saves a lot of time over redoing the map over and over.

Quote:

Originally Posted by CAClark

You can also use procedural noise scaled in two axis to have the same effect as your map. Except you'll have infinite control by comparision with having to adjust maps and/or UVs.

The brush finish should have a much less physical appearance to it. Obviously it is a physical finish, but very subtly so.

Ps. The typeface on the bezel is wildly different as well, and should be machined in to the bezel ring.

Many thanks Bill and Craig for your comments, suggestion and knowledge really is greatly appreciated.

O.K been a little distracted (Actually very distracted) had my first sculpture classes yesterday (modeling from life) and it was everything I expected and more, and have had my head in books and mudbox ever since, looking at foundation stages of anatomy.

This is my final final render of my Rolex, (for the for-seeable future) again it’s an improvement on the original even with the wildly different typeface.

Random thoughts on the final render:

1,Happier with the Lighting, materials, textures this time around,
2,Render, still room for improvement in this area,
3,Little disappointed in one hand that I did not make the custom typeface for the bezel,
4,In the other hand I am happy that I did not pursue this course of action, taken in to consideration the amount of extra time it took to cut and clean up the mesh, it’s had very little visual impact on the final image. Maybe a different composition is needed